MAGIC: THE GATHERING DCI FLOOR RULES
MAGIC: THE GATHERING DCI FLOOR RULES
MAGIC: THE GATHERING® DCI FLOOR RULES Effective Mar 1, 2008 Introduction The Magic: The Gathering DCI® Floor Rules work in conjunction with the DCI Universal Tournament Rules (UTR), the DCI Penalty Guidelines, and the Magic™ game rules. Players, spectators, and tournament officials must follow these documents while involved with DCI-sanctioned Magic tournaments. Individuals who violate provisions of these documents will be subject to the appropriate provisions of the DCI Penalty Guidelines.
See Appendix A for a list of the changes from previous versions of this document. See Appendix B of the DCI Universal Tournament Rules for definitions of terms in this document.
This document is published in multiple languages. If a discrepancy exists between the English version and a non-English version of this document, tournament participants must refer to the English version to settle disputes concerning floor rule interpretations. This document is updated regularly. Please visit thedci.com/docs for the most current version. 100. GENERAL MAGIC: THE GATHERING TOURNAMENT RULES 101. Format and Ratings Categories The DCI sanctions the following formats as individual, two-person team, three-person team, or multiplayer tournaments: Constructed Formats • Standard • Extended • Block Eternal Formats • Vintage • Legacy Limited Formats • Sealed Deck • Booster Draft (individual and multiplayer only) • Rochester Draft (individual and three-person team only) The DCI produces the following ratings categories: • Constructed (includes all Standard, Extended, and Block individual matches) • Eternal (includes all Vintage and Legacy individual matches) • Limited (includes all Limited individual matches) • Team Constructed (includes all Constructed team matches) • Team Limited (includes all Limited team matches) • Multiplayer (see below)
In the team tournaments listed above, each team member plays a one-on-one match against a member of the other team, and the results comprise the teams’ match result. In a multiplayer tournament, on the other hand, all players from the two teams would play in the same game. Event results for all for two-person multiplayer tournaments will eventually be merged into a single Multiplayer rating. Multiplayer ratings and rankings will available at a date to be announced in a future version of this document.
102. Authorized Cards Alpha cards (cards from the first print run of the core set) may be used in decks containing non-Alpha cards only if all cards are placed in completely opaque sleeves and only if the sleeves could not be considered marked.
If sleeves are not used, Alpha cards may be used only in decks that consist exclusively of Alpha cards. Participants may not use cards from special sets or supplements with alternate backs, squared corners or gold borders. (Examples: Collector’s Edition, Pro Tour Collector’s Set, World Championship decks.) Players may not use silver-bordered Unglued™ or Unhinged™ cards. Unglued and Unhinged basic land cards are allowed in sanctioned Magic tournaments.
Players may use cards from special sets and supplements with black- or white-bordered cards published by Wizards of the Coast that do not have alternate backs and/or squared corners. (Examples: the Anthologies™, Beatdown™, and Battle Royale™ box sets). However, the card(s) must be otherwise legal to play in that tournament’s format. A series of official promotional cards called textless spells are allowed in DCI-sanctioned Magic tournaments. However, the card(s) must otherwise be legal to play in that tournament’s format. These cards should be interpreted using their current Oracle™ wordings.
Card Interpretation Cards are interpreted using the Oracle card reference. During sanctioned tournaments, players must refer to this version of a card to settle disputes concerning the interpretation of a card’s wording or abilities. Card abilities are based on card text, not artwork. Players may not use errors or omissions in Oracle to disrupt a tournament or otherwise abuse the rules. The head judge is the final authority for card interpretations, and he or she may overrule Oracle if an error is discovered.
Certain cards refer to “a card (or cards) you own from outside the game.” In DCI-sanctioned play, "a card you own from outside the game" is one of the following things: (a) A card you own that's in the removed-from-the-game zone. It can be in that zone for any reason. (b) A card that's in your sideboard. 104. New Releases The following card sets are scheduled for release during 2008. They become tournament legal for DCI- sanctioned tournaments on the dates listed: • Shadowmoor™ Limited and constructed formats: May 2, 2008 • Eventide™ Limited and constructed formats: July 25, 2008
For certain Limited tournaments, such as official Prereleases and Sneak Preview tournaments (including their side events), new sets are legal for use before the official Limited format legal date.
These dates are subject to change. Any changes will be announced at thedci.com. 105. Participation Minimums The DCI requires participation minimums for a tournament to be sanctioned and included as part of a player’s official ratings and rankings. For Magic: The Gathering tournaments, the participation minimums are as follows: • For individual events, a minimum of eight (8) players must participate. • For team and multiplayer events, a minimum of four (4) teams must participate. If the participation minimum is not met, the tournament is no longer DCI-sanctioned, and will not be included in DCI ratings.
If participation minimums are not met for any DCI-sanctioned event, the tournament organizer should report the event to the DCI as “Did Not Occur.” 106. Minimum Number of Rounds The DCI requires a minimum number of rounds for a tournament to be sanctioned and included as part of a player’s official ratings and rankings. For Magic: The Gathering tournaments, the minimum number of rounds required is as follows: • For individual events, a minimum of three (3) rounds. • For team and multiplayer events, a minimum of two (2) rounds. If the minimum number of rounds is not met, the tournament is no longer DCI-sanctioned, and will not be included in DCI ratings.
If minimum number of rounds is not met for any DCI-sanctioned event, the tournament organizer should report the event to the DCI as “Did Not Occur.” 110. MAGIC: THE GATHERING TOURNAMENT MECHANICS 111. Match Structure Three is the default number of games in a Magic match, and tournament organizers must allow three games per match. If a tournament organizer chooses, he or she may run single-elimination final rounds as best three games out of five. This choice must be announced before the tournament begins. Match results, not individual game results, are reported to the DCI for the purpose of inclusion in worldwide ratings and rankings.
Drawn games (games without a winner) do not count towards one of the games in a match. The match should continue until one player has won the majority of games as long as match time allows. 112. Match Time Limits The required minimum time limit for any match is 40 minutes. The following time limits are recommended for each round of a tournament: • Constructed and Limited tournaments—50 minutes • Single-elimination quarterfinal or semifinal matches—90 minutes • Single-elimination final matches—no time limit
The following time limits are recommended for Limited tournaments: • Sealed Deck—20 minutes for deck registration and 30 minutes for deck construction • Draft—30 minutes for deck registration and construction • Team Sealed Deck—20 minutes for deck registration and 60 minutes for deck construction • Team Draft—30 minutes for deck construction and registration • Multiplayer Draft—40 minutes for deck construction and registration Magic Premier Events may have different time limits.
These time limits can be found in the event or event series Fact Sheet. Fact Sheets are located in the MagicTheGathering.com Tournament Center: www.wizards.com/default.asp?x=mtgcom/tournamentcenter.
113. Play/Draw Rule For the first game of a match, the winner of a coin toss (or other random method) chooses either to play first and skip his or her first draw step or to play second. The winner of the coin toss must state this choice before looking at his or her hand. If the coin toss winner states no choice, it is assumed that he or she is playing first. The player who plays first skips the draw step of his or her first turn. Each turn thereafter follows the standard order set forth in the Magic Comprehensive Rules (see section 101.5a). This is commonly referred to as the play/draw rule.
After each game in a match, the loser of that game (even if the game loss was due to a penalty) decides whether to play first in the next game.
If the game was a draw (there was no winner or loser), the player who decided to play or draw for that game chooses for the next game. 114. Pregame Procedure Before a game begins, players determine who plays first (see section 113). This may be done any time during the pregame procedure before the players look at their hands. (Note that players are not required to decide who plays first before sideboarding.) The following steps must be performed before each game begins: 1. Players may exchange cards in their decks for cards in their sideboards (only after the first game of the match).
2. Players shuffle their decks (see Universal Tournament Rules, section 21). Note that players may stop shuffling to perform additional sideboarding but must then shuffle sufficiently. 3. Players present their decks to their opponents for additional shuffling and cutting. 4. If the opponent has shuffled the player’s deck, that player may make one final cut. 5. Players present their sideboards and put them in a clearly distinguishable place. 6. Each player draws seven cards. Optionally, these cards may be dealt face down on the table. 7. Each player, in turn order, decides whether to mulligan (see section 115).
Once mulligans are resolved, the game can begin.
Prior to the first game in a match, steps 1–7 above may be performed by the players before the official time for that match begins. 115. Mulligan Rule Before each game begins, a player may, for any reason, reshuffle and redraw his or her hand, drawing one less card. This may be repeated as often as the player wishes, until he or she has no cards left in his or her hand. The decision of whether to mulligan passes between players following the order established in section
113. After the participant who plays first mulligans as often as he or she likes, the decision of whether to mulligan passes to the other player.
Once a player passes the opportunity to mulligan, that player may not change his or her mind. 116. End-of-Match Procedure If the match time limit is reached before a winner is determined, the active player (as defined in the Magic game rules) finishes his or her turn and five total additional turns are played. For example, time is called on player A’s turn. Player A finishes his or her turn. Player B takes extra turn #1, Player A takes extra turn #2, Player B takes extra turn #3, player A takes extra turn #4, and player B takes extra turn #5.
Players take any extra turns granted to them by effects as they normally would during the course of the game, but any extra turn counts as one of the five end-of-match turns. Once five extra turns are completed, the game finishes regardless of any remaining effect-generated extra turns. If the game finishes before the fifth turn is completed, the match is over and no new game begins. If a judge assigned a time or turn extension (because of a long ruling, deck check, or other reason), the end-of-match procedure does not begin until the end of the time or turn extension. A game that is not completed when the match ends is considered a draw.
Any games that have not been played when the match ends are not counted in the final match score.
117. Determining a Match Winner In Swiss rounds, the player with the most game wins is the winner of the match. If both players have equal game wins, the match is a draw. In single-elimination rounds, matches may not end in a draw. After the end-of-match procedure is finished, the player with more game wins is the winner of the match. If both players have equal game wins when the end-of-match procedure is finished, the player with the lower life total becomes the loser of the current game. In the event the players have equal life totals (or are between games and the game wins are tied), the game/match should continue until the first life total change that results in one player having a lower life total than the other.
118. Tie Breaks The following tie breaks are used in Magic tournaments to determine how a player ranks in standings for a particular tournament: 1. Match points 2. Opponents’ match-win percentage 3. Game-win percentage 4. Opponents’ game-win percentages The definitions of these tie breaks and how they work in tournaments can be found in the DCI Tournament Coordinator Handbook. 120. RULES FOR CONSTRUCTED TOURNAMENTS 121. Deck Size Limits
Constructed decks must contain a minimum of sixty cards. There is no maximum deck size; however, players must be able to sufficiently randomize their deck within the time allotted.
With the exception of basic land cards, a player’s combined deck and sideboard may not contain more than four of any individual card, counted by its English card title. All cards named Plains, Island, Swamp, Mountain, and Forest are basic. (The five basic snow lands, also known as “Snow-Covered lands”—Snow-Covered Plains, Snow-Covered Island, Snow-Covered Swamp, Snow-Covered Mountain, and Snow-Covered Forest—are also basic lands. Note that basic snow lands, also known as “Snow-Covered lands” lands are permitted only in formats that allow the Ice Age™, Alliances™, and/or Coldsnap™ sets.) 122.
Sideboard Use If a player wishes to use a sideboard, it must contain exactly fifteen cards. Before each game begins, players must present their sideboards and allow their opponents to count the number of cards in their sideboards (face down), if requested. Players may look at their sideboards during a game only if the sideboard remains distinguishable from other cards. If a player is resolving a spell or effect that refers to “choosing a card from outside the game,” the player may look at his or her sideboard. (See section 103). The sideboard must be clearly identified and separated from all other cards in the play area.
The sideboard may not be kept where it could be confused or switched with other cards.
The deck and sideboard must each be returned to their original compositions before the first game of each match. Cards transferred from a player’s deck to his or her sideboard, and vice versa, must be returned before the player begins a new match. If a penalty causes a player to forfeit the first game in a match before that game began, neither player may use cards from his or her sideboard for the second game. Before the beginning of the second or subsequent game in a match, players may change the composition of their decks by exchanging cards from their decks for cards in their sideboards.
Any card exchange between decks and sideboards must be made on a one-for-one basis to ensure that the sideboards remain at exactly fifteen cards. There are no restrictions on the number of cards a player may exchange this way. Players are not required to reveal how many cards he or she is sideboarding. 125. Standard Format Deck Construction Card sets are allowed in Standard tournaments as described in section 104. The following card sets are permitted in Standard tournaments: • Tenth Edition • Coldsnap™ • Time Spiral™ • Planar Chaos™ • Future Sight™ • Lorwyn™ • Morningtide™ • Shadowmoor (Effective May 2, 2008) • Eventide (Effective July 25, 2008) There are currently no cards are banned in Standard tournaments.
126. Extended Format Deck Construction Card sets are allowed in Extended tournaments as described in section 104. The following card sets are permitted in Extended tournaments: • Seventh Edition • Eighth Edition • Ninth Edition • Tenth Edition • Invasion™ • Planeshift™ • Apocalypse™ • Odyssey™ • Torment® • Judgment™ • Onslaught™ • Legions® • Scourge™ • Mirrodin® • Darksteel® • Fifth Dawn™ • Champions of Kamigawa™ • Betrayers of Kamigawa™ • Saviors of Kamigawa™ • Ravnica: City of Guilds™ • Guildpact™ • Dissension™ • Coldsnap™ • Time Spiral™ • Planar Chaos™ • Future Sight™ • Lorwyn™ • Morningtide™ • Shadowmoor ™ (Effective May 2, 2008) • Eventide ™ (Effective July 25, 2008) The following cards are banned in Extended tournaments: • Æther Vial • Entomb • Disciple of the Vault • Skullclamp (In the fall of 2008, following the release of the set codenamed “Rock”, the following sets will be leaving the Extended Format: Invasion, Planeshift, Apocalypse, Odyssey, Torment, Judgment, and
Seventh Edition.) 127. Vintage Format Deck Construction Vintage decks may consist of cards from all Magic card sets, any extension of the core set, and all promotional cards released by Wizards of the Coast, with exceptions listed below. Card sets are allowed in Vintage tournaments as described in section 104. The following cards are banned in Vintage tournaments: • Any ante card • Chaos Orb • Falling Star • Shahrazad The following cards are restricted in Vintage tournaments (only one copy of a restricted card may be used in a Vintage deck, including sideboard): • Ancestral Recall • Balance • Black Lotus • Burning Wish • Channel • Chrome Mox • Crop Rotation • Demonic Consultation • Demonic Tutor • Dream Halls • Enlightened Tutor • Entomb • Fact or Fiction • Fastbond • Frantic Search • Gifts Ungiven • Grim Monolith • Imperial Seal • Library of Alexandria • Lion’s Eye Diamond • Lotus Petal • Mana Crypt • Mana Vault • Memory Jar • Mind’s Desire • Mox Diamond • Mox Emerald • Mox Jet • Mox Pearl • Mox Ruby • Mox Sapphire • Mystical Tutor • Necropotence • Personal Tutor
• Regrowth • Sol Ring • Strip Mine • Time Spiral • Time Walk • Timetwister • Tinker • Tolarian Academy • Trinisphere • Vampiric Tutor • Wheel of Fortune • Windfall • Yawgmoth’s Bargain • Yawgmoth’s Will 128. Legacy Format Deck Construction Legacy decks may consist of cards from all Magic card sets, any extension of the core set, and all promotional cards released by Wizards of the Coast. Card sets are allowed in Legacy tournaments as described in Section 104.
The following cards are banned in Legacy tournaments: • Amulet of Quoz • Ancestral Recall • Balance • Bazaar of Baghdad • Black Lotus • Black Vise • Bronze Tablet • Channel • Chaos Orb • Contract from Below • Darkpact • Demonic Attorney • Demonic Consultation • Demonic Tutor • Dream Halls • Earthcraft • Entomb • Falling Star • Fastbond • Flash • Frantic Search • Goblin Recruiter • Grim Monolith • Gush • Hermit Druid • Illusionary Mask • Imperial Seal